Hello and happiest of days to each of you! I have been doing a deep dive into Ramp and Mana Smoothing with my Mana Dorks, and just Mana Ramp generally. But today I want to stop and consider my choices for the top ramp spells. Ramp is a very deep well, but I define ramp spells as typically sorceries and instants that put at least one land onto your battlefield from your library.
Remember this is for casual land, particularly multiplayer and tons more. I know this was supposed to be my Top New Commander Set Cards from Spider-Man but on Monday I had a half-day long interview, then I spent 5 hours writing up my Molten Man framework deck for you, then wrote thank yous until 2 am. Then on Tuesday I got up later and wrote up my deck and then had to get caught up with job stuff. On Wednesday I normally write up a faster Top Article for you and then a longer one, and that took me a while. I didn't have the time to knock out reviewing all of new cards for my list. Sorry.
Honorable Mention #1. (#14. Overall) - Reshape the Earth
This nine-cost sorcery in Green is the ultimate Green ramp spell. It ramps a set number of 10 tapped lands but anything - nasty. The Urzatron? 12 Post? That's the strongest effect. But for 9 mana? You won't even get to that mana often and now you just ramp more. And if you do is this what you want to cast? I don't know. Hence it here.
Honorable Mention #2. (#13. Overall) - Six Mana Ramp Three Basics
Next up are this category of six-cost sorceries that are great like Verdant Confluence and Nissa's Renewal. The Confluence can do that three times, or grow stuff with counters or Regrowth a permanent too. Then the splashable one will also gain you 7 life in case you tap out to save you.
Honorable Mention #3. (#12. Overall) - These Four Good for Brews
If you've got a great deck with a theme these four are amazing there too. The four-cost Celebrate will ramp one for each different power you've got. Great for creature brews! Then the three-cost Harvest does mad ramp for each your tapped dorks great in tokens or aggro. Then the five-cost sorcery Traverse ramps for your highest power - great with a Commander you know about already, or in other power-matters or Voltron stuff. Then did you forget the instant speed five-cost Fog that ramps for each attacker and then prevents damage too? Love that with the Season If you swung and ramped.
Honorable Mention #4. (#11. Overall) - Boundless Realms
I was playing when this was spoiled. This pushed so much rough stuff with the seven-cost sorcery to ramp a basic for each land you control. Just one more than the two that hit earlier with three at six. This is great in loads of places too. Get your mad ramp on!
#10. Harrows
Getting printed in one of the first Blocks are cards like Harrow or newer versions like Entish Restoration. At instant speed, they sac a land and ramp two basics untapped and ready to be used. You can get that back with Crucibles or just grab two colors you need from a basic you don't. But they are 2:2 ratios, not great though. There is the Entish one above that can get you three with the right power out there.
#9. Titania's Command
This six-cost sorcery with two options is great. You can grab two tapped lands and not basics there either. Then you can fight graveyard abuse by exiling one with a ton of life, make two Bears, and toss two counters on all of your stuff too. Not bad, right?
#8. Awaken the Woods
This Green double to start X spell is an absolute classic here. It makes X cost 1/1 Forest Dryads. That cannot get other colors, but it's mad ramp for Green. You might not consider it ramp, sure, since it makes lands not grabs them from our library. But I feel that argument is overly Pedantic. It ramps to my mind, and then this is my list here too. Enjoy!
#7. Reap and Sow AND Tempt with Discovery
Hitting our middle section are these two four-cost sorceries with three words names each. They each ramp any land untapped - no sacrifices or anything else - just get what is needed for that situation! Then the common with entwine two can also destroy a land too. It was restricted in Five Color. Then the rare will do it and then all our foes may do it so, but you'll do it too. Love this fun duo much!
#6. Archdruid's Charm
This fun little cheaper three-cost but triple Green harder to cast is next. You can drop a land tapped (any land), tutor a dork, exile like a better Naturalize artifacts or enchantments to perma-answer stuff or grow with a counter and pseudo-fight as removal too. It's so strong at all of the good stuff too!
#5. Hour of Promise
Our Top Five begins with this five-cost sorcery spell! It ramps two lands tapped of any sort. Then make a pair of 2/2 Zombies if you've got three Deserts too. You can get both Urborg and Cabal Coffers!
#4. Explosive Vegetations
Ever since Nemesis gave us Skyshroud Claim for two Forests of anything out ramped for four-mana and usually tapped, this has been beloved (Those arrive untapped though). Note those are nonbasics too. Then the Verdant Mastery costs six base and ramps two basics and then grabs two for our hand too! Or you can alternate cost it for four to ramp a foe, then one to your hand - better than other four-mana options, you might make a friends or help someone dealing with the mana screw.
#3. Rampant Growths/Nature Lore's
Next up are all two-mana Ramp one land like it from Mirage. The first one was the above Ice Age's one that ramps nonbasic Forests as well as Three Visits and Farseek for non-Forest deal or tris too.
#2. Cultivates
Beginning with Kodama's Reach, I adore this category way much! For just three splashable you can Rampant Growth and get a basic to our hand too. It's card advantage, guarantees two colors and then just puts in the work. We even have a free one too. Then the three-mana Nissa's Pilgrimage will do it for two Forests that are also basics, but then three if you've got two spells in our graveyard. Great to skate!
#1. Spells that when they Resolve Sac a Land for Any Lands
There are four of these, one four-cost sorcery that broke Standard with Valakut, and then sacs any number for any lands out tapped! Then the one-mana common instant that did this first, and was restricted in Five Color. Then the three-drop Selesnya Knight 2/2 size taps for no mana to sac a Forest or Plains and then ramps any land tapped! It also has a size boost equal to our graveyard land count. Then the Elvish Reclaimer one-drop 1/2 taps with two mana to sac a land and then ramp one tapped into the battlefield. Then it grows too, but just once into a 3/4. These are great since they might be card disadvantage, but the ramp or game winner arrives.
There we go! I hope you will enjoy my Top Ten Ramp Spells List! What are yours? Get this list all up and down the block!

























